What a mess

This commit is contained in:
Joan
2025-11-07 15:27:13 +01:00
parent 0b79b3ae59
commit 33cc9586c2
130 changed files with 29819 additions and 1175 deletions

View File

@@ -3,7 +3,7 @@ Inventory-related action handlers.
"""
import logging
from telegram import InlineKeyboardButton, InlineKeyboardMarkup
from . import database, keyboards, logic
from . import keyboards, logic
from data.world_loader import game_world
from data.items import ITEMS
@@ -13,9 +13,12 @@ logger = logging.getLogger(__name__)
async def handle_inventory_menu(query, user_id: int, player: dict, data: list = None):
"""Display player inventory with item management options."""
from .utils import format_stat_bar
from .api_client import api_client
await query.answer()
inventory_items = await database.get_inventory(user_id)
# Get inventory from API
inv_result = await api_client.get_inventory(player['id'])
inventory_items = inv_result.get('inventory', [])
current_weight, current_volume = logic.calculate_inventory_load(inventory_items)
max_weight, max_volume = logic.get_player_capacity(inventory_items, player)
@@ -41,35 +44,50 @@ async def handle_inventory_menu(query, user_id: int, player: dict, data: list =
async def handle_inventory_item(query, user_id: int, player: dict, data: list):
"""Show details for a specific inventory item."""
"""Show details for a specific inventory item.
Note: item_db_id is the inventory row id from the API response.
We need to get the full inventory and find the item by id.
"""
from .api_client import api_client
await query.answer()
item_db_id = int(data[1])
item = await database.get_inventory_item(item_db_id)
item_def = ITEMS.get(item['item_id'], {})
emoji = item_def.get('emoji', '')
# Get inventory from API
inv_result = await api_client.get_inventory(user_id)
inventory_items = inv_result.get('inventory', [])
# Find the specific item
item = next((i for i in inventory_items if i['id'] == item_db_id), None)
if not item:
await query.answer("Item not found in inventory", show_alert=True)
return
emoji = item.get('emoji', '')
# Build item details text
text = f"{emoji} <b>{item_def.get('name', 'Unknown')}</b>\n"
text = f"{emoji} <b>{item.get('name', 'Unknown')}</b>\n"
description = item_def.get('description')
description = item.get('description')
if description:
text += f"<i>{description}</i>\n\n"
else:
text += "\n"
text += f"<b>Weight:</b> {item_def.get('weight', 0)} kg | <b>Volume:</b> {item_def.get('volume', 0)} vol\n"
text += f"<b>Weight:</b> {item.get('weight', 0)} kg | <b>Volume:</b> {item.get('volume', 0)} vol\n"
# Add weapon stats if applicable
if item_def.get('type') == 'weapon':
text += f"<b>Damage:</b> {item_def.get('damage_min', 0)}-{item_def.get('damage_max', 0)}\n"
if item.get('type') == 'weapon':
text += f"<b>Damage:</b> {item.get('damage_min', 0)}-{item.get('damage_max', 0)}\n"
# Add consumable effects if applicable
if item_def.get('type') == 'consumable':
if item.get('type') == 'consumable':
effects = []
if item_def.get('hp_restore'):
effects.append(f"❤️ +{item_def.get('hp_restore')} HP")
if item_def.get('stamina_restore'):
effects.append(f"⚡ +{item_def.get('stamina_restore')} Stamina")
if item.get('hp_restore'):
effects.append(f"❤️ +{item.get('hp_restore')} HP")
if item.get('stamina_restore'):
effects.append(f"⚡ +{item.get('stamina_restore')} Stamina")
if effects:
text += f"<b>Effects:</b> {', '.join(effects)}\n"
@@ -85,7 +103,7 @@ async def handle_inventory_item(query, user_id: int, player: dict, data: list):
query,
text=text,
reply_markup=keyboards.inventory_item_actions_keyboard(
item_db_id, item_def, item.get('is_equipped', False), item['quantity']
item_db_id, item, item.get('is_equipped', False), item['quantity']
),
image_path=location_image
)
@@ -94,60 +112,38 @@ async def handle_inventory_item(query, user_id: int, player: dict, data: list):
async def handle_inventory_use(query, user_id: int, player: dict, data: list):
"""Use a consumable item from inventory."""
from .utils import format_stat_bar
from .api_client import api_client
item_db_id = int(data[1])
item = await database.get_inventory_item(item_db_id)
# Get inventory from API to find the item
inv_result = await api_client.get_inventory(user_id)
inventory_items = inv_result.get('inventory', [])
item = next((i for i in inventory_items if i['id'] == item_db_id), None)
if not item:
await query.answer("Item not found.", show_alert=False)
return
item_def = ITEMS.get(item['item_id'], {})
if item_def.get('type') != 'consumable':
if item.get('type') != 'consumable':
await query.answer("This item cannot be used.", show_alert=False)
return
await query.answer()
# Apply item effects
result_parts = []
updates = {}
# Use the API to use the item
result = await api_client.use_item(user_id, item['item_id'])
if 'hp_restore' in item_def:
hp_gain = item_def['hp_restore']
new_hp = min(player['max_hp'], player['hp'] + hp_gain)
actual_gain = new_hp - player['hp']
updates['hp'] = new_hp
if actual_gain > 0:
result_parts.append(f"❤️ HP: +{actual_gain}")
else:
result_parts.append(f"❤️ HP: Already at maximum!")
if 'stamina_restore' in item_def:
stamina_gain = item_def['stamina_restore']
new_stamina = min(player['max_stamina'], player['stamina'] + stamina_gain)
actual_gain = new_stamina - player['stamina']
updates['stamina'] = new_stamina
if actual_gain > 0:
result_parts.append(f"⚡ Stamina: +{actual_gain}")
else:
result_parts.append(f"⚡ Stamina: Already at maximum!")
if updates:
await database.update_player(user_id, updates)
if not result.get('success'):
await query.answer(result.get('message', 'Failed to use item'), show_alert=True)
return
# Refresh player data to get updated stats
player = await database.get_player(user_id)
player = await api_client.get_player_by_id(user_id)
# Remove one item from inventory
if item['quantity'] > 1:
await database.update_inventory_item(item['id'], quantity=item['quantity'] - 1)
else:
await database.remove_item_from_inventory(item['id'])
# Show updated inventory
inventory_items = await database.get_inventory(user_id)
# Get updated inventory
inv_result = await api_client.get_inventory(user_id)
inventory_items = inv_result.get('inventory', [])
current_weight, current_volume = logic.calculate_inventory_load(inventory_items)
max_weight, max_volume = logic.get_player_capacity(inventory_items, player)
@@ -159,13 +155,8 @@ async def handle_inventory_use(query, user_id: int, player: dict, data: list):
text += f"📦 Volume: {current_volume}/{max_volume} vol\n"
text += "━━━━━━━━━━━━━━━━━━━━\n"
# Build result message
emoji = item_def.get('emoji', '')
text += f"<b>✨ Used {emoji} {item_def.get('name')}</b>\n"
if result_parts:
text += "\n".join(result_parts)
else:
text += "No effect."
# Build result message from API response
text += result.get('message', 'Item used.')
location = game_world.get_location(player['location_id'])
location_image = location.image_path if location else None
@@ -181,33 +172,38 @@ async def handle_inventory_use(query, user_id: int, player: dict, data: list):
async def handle_inventory_drop(query, user_id: int, player: dict, data: list):
"""Drop an item from inventory to the world."""
from .api_client import api_client
item_db_id = int(data[1])
drop_amount_str = data[2] if len(data) > 2 else None
item = await database.get_inventory_item(item_db_id)
# Get inventory to find the item
inv_result = await api_client.get_inventory(user_id)
inventory_items = inv_result.get('inventory', [])
item = next((i for i in inventory_items if i['id'] == item_db_id), None)
if not item:
await query.answer("Item not found.", show_alert=False)
return
item_def = ITEMS.get(item['item_id'], {})
# Determine how much to drop
if drop_amount_str is None or drop_amount_str == "all":
await database.drop_item_to_world(item['item_id'], item['quantity'], player['location_id'])
await database.remove_item_from_inventory(item['id'], quantity=item['quantity'])
await query.answer(f"You dropped all {item['quantity']}x {item_def.get('name')}.", show_alert=False)
drop_amount = item['quantity']
else:
drop_amount = int(drop_amount_str)
if drop_amount >= item['quantity']:
await database.drop_item_to_world(item['item_id'], item['quantity'], player['location_id'])
await database.remove_item_from_inventory(item['id'], quantity=item['quantity'])
await query.answer(f"You dropped all {item['quantity']}x {item_def.get('name')}.", show_alert=False)
else:
await database.drop_item_to_world(item['item_id'], drop_amount, player['location_id'])
await database.update_inventory_item(item['id'], quantity=item['quantity'] - drop_amount)
await query.answer(f"You dropped {drop_amount}x {item_def.get('name')}.", show_alert=False)
drop_amount = min(int(drop_amount_str), item['quantity'])
inventory_items = await database.get_inventory(user_id)
# Use API to drop item
result = await api_client.drop_item(user_id, item['item_id'], drop_amount)
if result.get('success'):
await query.answer(result.get('message', f"Dropped {drop_amount}x {item['name']}"), show_alert=False)
else:
await query.answer(result.get('message', 'Failed to drop item'), show_alert=True)
return
# Get updated inventory
inv_result = await api_client.get_inventory(user_id)
inventory_items = inv_result.get('inventory', [])
current_weight, current_volume = logic.calculate_inventory_load(inventory_items)
max_weight, max_volume = logic.get_player_capacity(inventory_items, player)
@@ -232,54 +228,46 @@ async def handle_inventory_drop(query, user_id: int, player: dict, data: list):
async def handle_inventory_equip(query, user_id: int, player: dict, data: list):
"""Equip an item from inventory."""
from .api_client import api_client
item_db_id = int(data[1])
item = await database.get_inventory_item(item_db_id)
# Get inventory to find the item
inv_result = await api_client.get_inventory(user_id)
inventory_items = inv_result.get('inventory', [])
item = next((i for i in inventory_items if i['id'] == item_db_id), None)
if not item:
await query.answer("Item not found.", show_alert=False)
return
item_def = ITEMS.get(item['item_id'], {})
item_slot = item_def.get('slot')
if not item_slot:
if not item.get('equippable'):
await query.answer("This item cannot be equipped.", show_alert=False)
return
# Unequip any item in the same slot
inventory_items = await database.get_inventory(user_id)
for inv_item in inventory_items:
if inv_item.get('is_equipped'):
inv_item_def = ITEMS.get(inv_item['item_id'], {})
if inv_item_def.get('slot') == item_slot:
await database.update_inventory_item(inv_item['id'], is_equipped=False)
# Use API to equip item
result = await api_client.equip_item(user_id, item['item_id'])
# If equipping from a stack, split the stack
if item['quantity'] > 1:
await database.update_inventory_item(item_db_id, quantity=item['quantity'] - 1)
new_item_id = await database.add_equipped_item_to_inventory(user_id, item['item_id'])
await query.answer(f"Equipped {item_def.get('name')}!", show_alert=False)
item = await database.get_inventory_item(new_item_id)
item_db_id = new_item_id
else:
await database.update_inventory_item(item_db_id, is_equipped=True)
await query.answer(f"Equipped {item_def.get('name')}!", show_alert=False)
item = await database.get_inventory_item(item_db_id)
if not result.get('success'):
await query.answer(result.get('message', 'Failed to equip item'), show_alert=True)
return
await query.answer(result.get('message', f"Equipped {item['name']}!"), show_alert=False)
# Refresh the item view
emoji = item_def.get('emoji', '')
text = f"{emoji} <b>{item_def.get('name', 'Unknown')}</b>\n"
emoji = item.get('emoji', '')
text = f"{emoji} <b>{item.get('name', 'Unknown')}</b>\n"
description = item_def.get('description')
description = item.get('description')
if description:
text += f"<i>{description}</i>\n\n"
else:
text += "\n"
text += f"<b>Weight:</b> {item_def.get('weight', 0)} kg | <b>Volume:</b> {item_def.get('volume', 0)} vol\n"
text += f"<b>Weight:</b> {item.get('weight', 0)} kg | <b>Volume:</b> {item.get('volume', 0)} vol\n"
if item_def.get('type') == 'weapon':
text += f"<b>Damage:</b> {item_def.get('damage_min', 0)}-{item_def.get('damage_max', 0)}\n"
if item.get('type') == 'weapon':
text += f"<b>Damage:</b> {item.get('damage_min', 0)}-{item.get('damage_max', 0)}\n"
text += "\n✅ <b>Currently Equipped</b>"
@@ -291,7 +279,7 @@ async def handle_inventory_equip(query, user_id: int, player: dict, data: list):
query,
text=text,
reply_markup=keyboards.inventory_item_actions_keyboard(
item_db_id, item_def, True, item['quantity']
item_db_id, item, True, item['quantity']
),
image_path=location_image
)
@@ -299,52 +287,42 @@ async def handle_inventory_equip(query, user_id: int, player: dict, data: list):
async def handle_inventory_unequip(query, user_id: int, player: dict, data: list):
"""Unequip an item."""
from .api_client import api_client
item_db_id = int(data[1])
item = await database.get_inventory_item(item_db_id)
# Get inventory to find the item
inv_result = await api_client.get_inventory(user_id)
inventory_items = inv_result.get('inventory', [])
item = next((i for i in inventory_items if i['id'] == item_db_id), None)
if not item:
await query.answer("Item not found.", show_alert=False)
return
item_def = ITEMS.get(item['item_id'], {})
# Use API to unequip item
result = await api_client.unequip_item(user_id, item['item_id'])
# Check if there's an existing unequipped stack
inventory_items = await database.get_inventory(user_id)
existing_stack = None
for inv_item in inventory_items:
if (inv_item['item_id'] == item['item_id'] and
not inv_item.get('is_equipped') and
inv_item['id'] != item_db_id):
existing_stack = inv_item
break
if not result.get('success'):
await query.answer(result.get('message', 'Failed to unequip item'), show_alert=True)
return
if existing_stack:
# Merge into existing stack
await database.update_inventory_item(existing_stack['id'], quantity=existing_stack['quantity'] + 1)
await database.remove_item_from_inventory(item_db_id)
await query.answer(f"Unequipped {item_def.get('name')}.", show_alert=False)
item = await database.get_inventory_item(existing_stack['id'])
item_db_id = existing_stack['id']
else:
# Just unequip
await database.update_inventory_item(item_db_id, is_equipped=False)
await query.answer(f"Unequipped {item_def.get('name')}.", show_alert=False)
item = await database.get_inventory_item(item_db_id)
await query.answer(result.get('message', f"Unequipped {item['name']}."), show_alert=False)
# Refresh the item view
emoji = item_def.get('emoji', '')
text = f"{emoji} <b>{item_def.get('name', 'Unknown')}</b>\n"
emoji = item.get('emoji', '')
text = f"{emoji} <b>{item.get('name', 'Unknown')}</b>\n"
description = item_def.get('description')
description = item.get('description')
if description:
text += f"<i>{description}</i>\n\n"
else:
text += "\n"
text += f"<b>Weight:</b> {item_def.get('weight', 0)} kg | <b>Volume:</b> {item_def.get('volume', 0)} vol\n"
text += f"<b>Weight:</b> {item.get('weight', 0)} kg | <b>Volume:</b> {item.get('volume', 0)} vol\n"
if item_def.get('type') == 'weapon':
text += f"<b>Damage:</b> {item_def.get('damage_min', 0)}-{item_def.get('damage_max', 0)}\n"
if item.get('type') == 'weapon':
text += f"<b>Damage:</b> {item.get('damage_min', 0)}-{item.get('damage_max', 0)}\n"
location = game_world.get_location(player['location_id'])
location_image = location.image_path if location else None
@@ -354,7 +332,7 @@ async def handle_inventory_unequip(query, user_id: int, player: dict, data: list
query,
text=text,
reply_markup=keyboards.inventory_item_actions_keyboard(
item_db_id, item_def, False, item['quantity']
item_db_id, item, False, item['quantity']
),
image_path=location_image
)